Search found 15 matches
- Wed Jan 05, 2022 11:56 pm
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 650797
Re: (Moddb launch) Ashes Afterglow TC
bouchacha wrote And similarly, the hidden racing game is very funny and impressive What are you talking about, is there a second racing minigame, I did the Pitfiend racing one but if there is a second racing minigame I must of missed it. Could you please tell me where it is and what it is? It's in ...
- Tue Jan 04, 2022 2:41 pm
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 650797
Re: (Moddb launch) Ashes Afterglow TC
This is really such an amazing "mod", and easily one of my favorite games in recent memory. I spent $250 on the Steam holiday sale but all I ended up doing was playing and replaying Ashes 2063 instead. So it's really excellent. I think I was caught off-guard by how much better and bigger episode 2 ...
- Mon Jun 13, 2016 2:25 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 669664
Re: Smooth Doom
I've converted every sprite in the Smooth Doom archive as far as I know. I don't know why the splats and the dead bodies seem to follow different palette rulesAlmonds wrote:why wouldn't you be able to convert the splats as well?
- Wed Jun 08, 2016 8:32 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 669664
Re: Smooth Doom
Re: BTSX I followed the instructions of converting the sprites to PNG (truecolor)* and it fixes the odd coloring, but it also introduces new issues. Namely, it appears that the conversion process renders the sprites immune to palette modifications but then we get this: http://i.imgur.com/LRK2tDp.jpg ...
- Tue Aug 26, 2014 11:10 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 669664
Re: Smooth Doom (GOOD MMMMMMMMORNING PHOBOS!)
This was very straightforward, thanks!Blue Shadow wrote:http://forum.zdoom.org/viewtopic.php?p=779994#p779994bouchacha wrote:I also use NC/DE HUD and noticed that DoomGuy's face alternates in size in between frames. One frame it's normal, another frame it becomes super tiny. Any ideas as to why that would occur?
- Tue Aug 26, 2014 11:06 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 669664
Re: Smooth Doom (GOOD MMMMMMMMORNING PHOBOS!)
Thanks for the great info Gifty. BloodColor is simple enough and changes from DECORATE automatically override DECALDEF. BloodType calls forth a class (i.e. greenblood) but I can't find out where that color is defined.
- Tue Aug 26, 2014 10:09 pm
- Forum: Gameplay Mods
- Topic: Smart Scavenger - A Resource/Mod (V3.2 Released! 11/23/14)
- Replies: 63
- Views: 39938
Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)
Any idea what the cause of the problem is? I spent half an hour messing with the script in Slate but I have very little experience and couldn't figure out why Medikits break up when you have full health.
- Tue Aug 26, 2014 8:39 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548447
Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
DRLA Armors don't work very well with the shield. There was a wide amount of problems with both interacting (like removing your armor killing you instantly), and making it toggleable solved most of them. That makes sense. Although it would seem that a better implementation is to keep shields ...
- Tue Aug 26, 2014 10:07 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548447
Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
2. Why is there a shield toggle button? Is there any reason it shouldn't just be on the whole time? It seems like it adds an unnecessary additional keybind. Because the shield doesn't actually stay on. It needs to be switched back on if it gets depleted. Right, but what's the reasoning behind that ...
- Tue Aug 26, 2014 7:06 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548447
Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit
Awesome mod, it's been a while that I ended up playing a game for 8 hours straight. 1. Capacity seems worthless combined with the default option of shopping everywhere. All it really adds is some tediousness in pausing between the action and topping up on ammo if you need to. Maybe you should remove ...
- Tue Aug 26, 2014 6:55 am
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 669664
Re: Smooth Doom (GOOD MMMMMMMMORNING PHOBOS!)
Sure thing! I just put a check at the beginning of every weapon state (shoot, idle, etc.) to see if "64 mode" is enabled, and if it is, to reroute to an alternate set of states that contain the custom sprites. Here's the decorate for the shotgun. ACTOR PerkShotgun : Shotgun replaces Shotgun { decal ...
- Sun Aug 24, 2014 11:27 am
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1712901
Re: [WIP] DoomRL Arsenal - [Beta 7.92] [MP-B4.6]
Great mod. 1. What's the story behind the "you aren't likely to find a technician qualified anytime soon" message you get when you try to remove nanofiber skin armor? 2. Aside from the anti-grav, grappling, and other obvious features, do the boots differ much between each other except in the amount ...
- Fri Oct 25, 2013 12:34 pm
- Forum: Levels
- Topic: Back to Saturn X E1: Get Out Of My Stations
- Replies: 114
- Views: 36951
Re: Back to Saturn X E1 updated to .99i9 with a new map and
HQnX filter was indeed the problem. The confusing part was that switching off the filter needed a restart before the textures were transparent again. Thanks for the help.
- Thu Oct 24, 2013 9:10 pm
- Forum: Levels
- Topic: Back to Saturn X E1: Get Out Of My Stations
- Replies: 114
- Views: 36951
- Wed Oct 23, 2013 8:22 pm
- Forum: Levels
- Topic: Back to Saturn X E1: Get Out Of My Stations
- Replies: 114
- Views: 36951
Re: Back to Saturn X E1 updated to .99i9 with a new map and
Really fantastic wad. I've been doing pistol start on HMP and it's given me a reasonable challenge without getting frustrating. So far until Bingo Pool Halls of Blood. The combination of wide open spaces, a spider demon, and arch-viles left and right make progression through the level a significant ...